[quote]"Pirate module" that can be installed on ship. With this module your ship can attack neutral and friendly ships and bases without declare a war. This module must be very large and very expensive. And certain technology for it, very expensive too.[/quote] But sir, those obviously terrans in that terran ship destroying our starbases, ships, and planets aren't really terrans - they're neutral pirates! I'd like to see a switch to a hex-based map. I think it's more flexable
Voqar
[quote]Answer is: All of these things (1,2,3,4,5,6,7) are intentional. They're part of the new game strategy .[/quote] I'd be interesting in seeing official word on this...because it seems possible, especially considering the length of beta and how something this obvious would have to have been found during beta.
I leave my home computers on 24/7 (they and the monitors go into sleep mode) unless I'm out of town. (I'm a programmer and our whole crew leaves their PCs on 24/7 whether they need to remote them on demand or not.) You can google and find pros and cons for both scenarios that equate to neither option being clearly favorable - so it's more about personal preference. I personally spend ungodly amounts of time on my PC and I like it to be immediately available, so I've always left them r
I don't see much point in having race-specific techs that supposedly reflect directly on your race that you can trade. I'd vote for limited trading - you can trade anything that doesn't uniquely define your race. I usually go with tech trading off for lack of the more sane and reasonable "no brokering" because I don't want to have to deal with tech trading every few turns to keep up with AI joint research project and I think it's kind of ridiculous that the AIs so freely trade any and
Did they change the pirates? They used to wipe out ALL ships and starbases, not just those of one/any particular player(s). "Spies hurt, but my least favorite MEGA event is the Jagged Knife." Agreed. Losing multiple planets is far worse than cleaning up the varous "infections." A lot of the mega events are brutal but affect all players.
I'd rather put up with internet authentication every 10 days than have to have a DVD in the drive. It's also much better than SUCUROM virus-type "protection" that messes up your DVD player too (or at least it does for me, I have to reboot just to watch a DVD (that I own, thank you) after playing a SUCUROM protected game (that I own too, thank you)). I also prefer it to something like Steam or webtangent that runs in the backround at all times when playing a steamed/wt game. Way lame.<
Thanks for posting this. I've seen several discussions of this issue and some folks seem to be blind to reality, and worse, don't want to know the reality.
I'll be buying the GC2 expansion but I'm less into beta action for it. I have faith in SD's ability to deliver. I'm in Mythos beta, WAR beta, and now AoC beta too and there just aren't enough hours in the day/week/month for it all! (went from never getting into betas ever to beta overload) I'll likely pre-order the new game just to get a peek since I'm really interested in seeing it, period. Sins is a really good game. It's SO easy to play it and look up and notice that hou
[quote] If you can pause it and still control things, like in Rise of Nations, I'd give it a shot, but I can't stand classic/typical RTS twitch gameplay with no pause, because I like to think about things, review things, and do it at my leisure. You can pause and issue orders while paused. [/quote] I didn't check back here and couldn't find out for sure from the SINS forums but yes indeed, you can do meaningful pausing (I bought the game due to
"If you like Galactic Civilizations you will probably like Sins of a Solar Empire." It looks interesting. If you can pause it and still control things, like in Rise of Nations, I'd give it a shot, but I can't stand classic/typical RTS twitch gameplay with no pause, because I like to think about things, review things, and do it at my leisure. This is the main reason I prefer GalCiv and Civ over any RTS (although Rise of Nations is an awesome game - kind of a blend of RTS and Ci
This has been brought up before and I'd love to see a 'no tech brokering' option in GalCiv2. It'd be nice to make it even more complex, but the basic thing would be good enough for now. Another idea I've seen floated (didn't read this whole thread so it might've been repeated here already) was to not actually trade techs, but trade progress towards tech or blueprints that speed up research instead of just instantly getting techs via trade.
I've got a win due to pirates too (also had DL that game too). If pirates happen early enough they'll have vastly superior tech and will destroy every ship and starbase in the galaxy. The AIs don't react as well when this happens and keep building ships and business as usual, so you can kinda take advantage and tech up or do fast transport invasions.
I didnt know about the exploit this isn't necessarily an exploit; it can also be viewed as a strategy. I wouldn't call it an exploit. But I also wouldn't call it a strategy either. I'd call it a design flaw, as it doesn't seem to fit the spirit or intention of the game design.
I usually do federalists, since +econ is very flexable.
The major one is that my preferred game size is gigantic and with the engine nerfage What engine nerfage? You can still make super fast ships in DA, and the AIs will make slower ships than you for easy pickin' regardless.
I've had this happen to me in 1.6 - something wierd that sometimes happening when upgrading ships or something. The focus keeps shifting back to the ships that's upgrading and sometimes you even lose movement from whatever ship you were moving when it jerked away.
1. I believe in this context that a "project" is anything you're building on the planet tiles. Some "galactic wonders" are also dubbed "projects" of various types, but they're just one of many things you build with social production. Military production is only used for building ships. 2. All of your research and production costs you BC. So, for ex, producing 1 research point costs you 1 BC. If you have a lab structure producing 10 points of research, it's costing you 10 BC to pro
I'm pretty sure I've got the advanced form of a colonization tech via invasion spoils too, and that type of planet was immediately available to me (and only at 50% production without the other "half" of that colonization type). I also have a brutal time getting the AIs to trade the colonization techs (that they seemingly share freely amongst themselves) so for you to be able to trade for FOUR of them when it's taking you 70 weeks to research one yourself (ie, at that research rate what
I have this happen periodically (using the latest nonbeta version of the game on semi-high end PC). Sometimes when I create a starbase the first constructor to hit a resource will be invisible (but if you click the resource it's there). I see it more like this than with AI starbases not appearing.
What do you do about tech trading and tech obtaining (via conquering a planet, for ex). Will AIs be able to trade away (or lose via capture) their unique racial tech?
Explore Expand Exploit Exterminate More info... There are some good gameplay examples (in the journals, I think) and a lot of good threads here about starting strats and/or general basics.
1. I'd like to see better sorting/viewing options here too. 2. You can build endless OFMs (1 per planet) - the AIs love them at times and I usually decommission them immediately to reduce maintenance, since I think they're useless. I don't exactly like the idea of needing an OFM to defend a planet as a fleet, but I usually don't defend my planets ON the planets anyways - I defend with roaming fleets. I think many players do too. So, not an issue. Kind of a player bonus since it's
I like the level of abstraction with invasions as it is but I would like to see a similar change to planetary invasion. I'm not sure how much of a hassle it would be since I'm not sure you need to alter the invasion concepts as much as the mechanics for defending. My main issue is that it's not likely that the entire population of a planet would defend a planet, so you shouldn't need to kill everyone on a planet to take it over and it seems like it should be possible to take over a pla
I somewhat agree on the shades of gray but I'd also wonder what could be done. When I use a fully custom race it's often challenging to pick a color that shows well on the minimap, doesn't blend too badly with existing race colors, and isn't grotesque like hot pink.
I like the descriptions - they're sometimes amusing. There would be little point to descriptions like: Laser I - A laser that does 1 damage, has a size of 10, and a cost of 20 Laser II - A laser that does 1 damage, has a size of 9, and a cost of 20 Laser III - A laser that does 1 damage, has a size of 8, and a cost of 20 Laser IV - A laser that does 1 damage, has a size of 7, and a cost of 20 Laser V - A laser that does 1 damage, has a size of 6, and a cost of 20 <b